Shattered Kingdoms

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 Post subject: Class changes
PostPosted: Thu Feb 07, 2008 3:45 pm 
Behold an idea for a completely useless (given Dulrik's complete-at-master thoughts) but still rather spiffy change.

When you hit master in whatever your class is, and I admit that I stole this from Fluffball's sorceror-sorcerer suggestion in GD, your class should change. From Sorcerer to Archmage, from barbarian to warchief, from swashbuckler to blademaster, whatever. Perhaps this could come with a one-time bonus based on your race (accelerated healing for barbarians, etc, much along the lines of religious spells [except obviously in some cases, abilities]) to show your mastery and completion of essential training.

What say you folks? It could also be a chance to give lame classes (barbarians) a bit of a boost if you give them a decent master ability.


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PostPosted: Thu Feb 07, 2008 3:54 pm 
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Mortal

Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
I like the idea.

Barbarians are not a lame class at all.


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PostPosted: Thu Feb 07, 2008 4:36 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
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Location: *cough*
...

You know that was a joke, right?


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PostPosted: Thu Feb 07, 2008 4:43 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I don't know if it is serious or not, but to keep it serious. How about that for each class/race combo, when they get the Master, there is a skill/spell/song they get based off of the class/race combo.

(minus priests because they just got something)


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PostPosted: Thu Feb 07, 2008 6:50 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
EPIC!


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PostPosted: Thu Feb 07, 2008 10:04 pm 
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Joined: Tue May 31, 2005 8:29 pm
Posts: 616
Location: 25^N, 18^W
Why everyone considers the barbs more boring than the mercs who can't even test a bunch of weapons, can't go tracking and also need a tone of enchants to remain decent in pk? (A question I have always wanted to ask).


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PostPosted: Fri Feb 08, 2008 11:29 am 
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Joined: Sat Oct 01, 2005 11:32 pm
Posts: 424
I could see this working well for Paladins and Hellions. There is a currently defunct knight command and opening this option up would allow for the command to work, and could let the HF/HP of those religions determine when said new skill/spell is available to the new knights.


It would be better to have a list to pick from instead of race/class combo, because that just screams for twinkdom. And some way to flag after you train the first time in the new skill so you can't grab the others.


Oh and more advanced trainers plz?


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PostPosted: Fri Feb 08, 2008 7:16 pm 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
One of the best ideas ever. When I first started playing SK I thought master was the end of leveling because there were no champ or GM skills/spells. I admit I felt cheated when I found out I could go beyond master and get nothing for it but levels.

This idea is just so good I can't stand it. If this were in when I first started playing I'd have kept playing for another six or seven years...... :o

Which I actually did, but whatever. I love this idea.


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